The "How-To"

Origins are created by spending 7 'Design Points' to purchase various benefits and drawbacks. Each feature's value is rated in design points, with benefits running up to 3 points, while drawbacks as large as -2.Species and Talentsalways give the character his size, attribute modifiers, and speed. They draw from one set of possible benefits/drawbacks.Specialtiesalways give the character a single bonus feat. Specialties are built up from a set of features and drawbacks separate from the Species/Talent list.
There is some overlap between the two sets of benefits/drawbacks. Some items are strictly in one "column" or the other to prevent non-functional combinations from being possible. Specialties can occasionally include small attribute modifiers, but these are both limited and expensive compared to Species/Talent options. Species/talents may include a bonus feat, but the design point cost is much higher than the Specialty bonus feat.
Origins may also indicate restrictions. Restrictions have no design point value (positive or negative) and are used to link an Origin option to a particular ruleset (such as a campaign quality or a limited set of other Origins) or to add flavour to an Origin designed for a more specific setting.

Advice

A finished, balanced Origin option always sums up to 7 design points.
Have a light touch. Use the minimum amount and power level of benefits required to give the sense of the concept you are representing. Origins are one of the most mechanically complicated elements on a character sheet and each benefit that you add is one more thing the player will have to keep track of.
If an Origin will include drawbacks, choose them before selecting benefits - its more effective to select drawbacks because they are interesting and add flavour to the package in their own right. Adding more than 1 point worth of drawbacks for no other reason than they are needed to offset an excessive volume of benefits is unwise. Strongly consider reducing the number of benefits first.

Species and Talents

Species and Talents always list a character's size, type, speed, and attribute modifiers even if these values are human baseline (worth 0 design points). Benefits and Drawbacks are listed in alphabetical order, by point cost.Advice: Talents (representing humans) work within a slightly narrower band of options than Species do. Strongly avoid constructing Talents with attribute modifiers more extreme than +2 or -2. Human movement modes also tend to be restricted to base speed only and should not exceed 40.

The list presents a range of default combinations. To avoid redundant or awkward combinations all bonuses/penalties in a package must be odd or all bonuses/penalties in a package must be even. In all cases where there is a tie, the player chooses which attribute is adjusted. There are three modifiers you can apply to the packages listed here:
1) At no cost: Substitute a choice of 2 attributes for a single "Attribute N".
2) For an additional +0.5: Change specific attributes (one, some, or all) to grant choice of any, or a list of 3, 4 or 5 attributes.
3) Reduce the cost by -0.5: Specify that the largest penalty must be applied to the largest attribute that does not receive a bonus.

Species and Talent Benefits

0.5 Points:
• Bleeding Immunity: You’re immune to bleeding (see FC, page 212).
• Cat Fall: You suffer 1 less die of damage from falling.
• Lean Season: You require only 1 common meal per day.
• Light Sleeper: Sleeping is never a Terminal Situation for you.
• Sterner Stuff: The keen quality of each attack made against you decreases by 4.

1.0 Points:
• Agile Defence: Your base Defence increases by 1.
• Broad Learning: You gain 2 additional Studies (see FC, page 61).
• Calling: You may gain levels as a [Expert Class A] or [Expert Class B] beginning at Career Level 4 if you meet all other prerequisites for that class.
• Charming: Once per session, you may improve the Disposition of any 1 non-adversary NPC by 5.
• Crunch!: Your Strength-based damage rolls inflict 1 additional damage.
• Darkvision I: You ignore the effects of dim and faint light.
• Encouragement: Once per scene, you may speak to 1 of your teammates for 1 minute to grant them a +1 morale bonus with saving throws until the end of the current scene.
• Enlightened Skill: Choose one skill in Chapter 2. Your maximum rank in that skill increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill.
• Enlightened [SPECIFIC SKILL]: Your maximum [SPECIFIC SKILL] rank increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill.
• Free Hint: Once per session, you may request a free hint from the GM. If he refuses, you gain 1 bonus action die.
• Hearty Appetite: You benefit from the first 2 food and 2 drink you consume in each day.
• Heroism: You gain a +1 bonus with all attack and skill checks you make during Dramatic scenes.
• Higher Calling: Characters with opposing Alignments suffer a –1 penalty with skill checks targeting or opposed by you.
• Improved Stability: You’re considered 1 Size category larger for carrying capacity, Trample attacks, and resisting Bull Rush and Trip attempts so long as you are standing firmly on the ground and not climbing, flying, or riding.
• Inquisitive Mind: You gain 2 additional Interests (see FC, page 61).
• Iron Gut: You gain a +2 insight bonus with saves against disease and poisons.
• Linguist: You gain 2 additional Languages (see FC, page 61).
• Mixed-Blooded: You are considered to be both Human and a (Specific species).
• Multi-Armed: You may simultaneously hold and arm up to four 1-handed, two 1-handed and one 2-handed, or two 2-handed weapons or objects. You also gain a +1 bonus with skill checks made as part of a Grapple action if two or more of your hands that are free. If you gain the Many-Armed feat you lose these benefits and the lower of your Strength of Dexterity rises by 1.
• Natural Attack: You gain the [ATTACK TYPE] I natural attack (see FC, page 235). If you gain a natural attack from multiple sources, the attack’s grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to a maximum of V (e.g. Bite IV, Bite III, and Bite I become Bite V).
• Natural Elegance: Your Appearance bonus increases by +1.
• Origin Skill: Choose 1 additional Origin skill.
• [SPECIFIC TRICK]: You gain the [SPECIFIC TRICK] trick (see FC/AC, page XX).
• [SPECIFIC WEAPON] Proficiency: You gain the [SPECIFIC WEAPON] proficiency.
• Sure-Footed: Your encumbrance loads are increased by 50% and when you run, your move multiplier is increased by 1 (typically to x 5).
• Thick Hide 2: You’re considered to be wearing partial armour that provides Damage Reduction 2. This DR does not stack with other armour (only the best protection applies). If you gain thick hide from multiple sources, your hide offers the highest single DR value + 1 per additional hide benefit (e.g. thick hide 4, thick hide 3, and thick hide 1 offer DR 6).
• Unbreakable: Each time you suffer attribute impairment, it decreases by 1 (minimum 0).

1.5 Points:
• Darkvision II: You ignore all ambient light penalties.
• Gruelling Combatant: Each time an adjacent opponent attacks you and misses, he suffers 2 points of subdual damage.

2.0 Points:
• Always Ready: You may always act during surprise rounds.
• Bloodhound: Your base scent range increments are equal to your Wisdom score × 5 ft. Further, you gain a +4 to all Tracking checks.
• Camouflage: Choose a terrain: aquatic, arctic, caverns/mountains, desert, forest/jungle, indoors/settled, plains, or swamp. You gain a +5 gear bonus with Blend checks while in that terrain.
• Celebrated: Your Legend increases by 2.
• If I Recall…: You gain a +5 bonus with Knowledge checks (see FC, page 66).
• Keen Sight: Your visual range increments are equal to your Wisdom score × 50 ft. You also ignore range penalties from the 2nd and 4th range increments while you’re Aiming.
• Last Chance: You may spend and roll 2 action dice to boost any save.
• No Pain: You may ignore the first fatigued or shaken condition you gain each scene.
• Sharp Hearing: Your hearing range increments are equal to your Wisdom score × 10 ft. Further, you may always act during a surprise round unless deafened.
• Sharp Mind: You gain 1 additional skill point per level.
• Slow and Steady: The cost to activate your Downtime errors and those of your teammates increases by 2 action dice.
• Split Decision: As a full action, you may simultaneously take 2 Ready actions, each with separate triggers and reactions. After the first trigger occurs, the other Ready action is lost.
• Step In: Once per combat, you may choose to receive all of 1 attack’s damage on an adjacent character. Your Damage Reduction and Damage Resistance apply normally.
• Tenacious Spirit: You gain 1 additional vitality per level.
• Thick Hide 3: You’re considered to be wearing partial armour that provides Damage Reduction 3. This DR does not stack with other armour (only the best protection applies). If you gain thick hide from multiple sources, your hide offers the highest single DR value + 1 per additional hide benefit (e.g. thick hide 4, thick hide 3, and thick hide 1 offer DR 6).

2.5 Points:
• Breath Weapon: Once per round as a full action you may breathe fire in a 20-ft. line, inflicting 2d6 + your Con modifier in fire damage. Make a single ranged attack against all characters and objects in the path; each character hit may make a Reflex Save (DC 10 + the number of Species feats you have + your Con modifier) to suffer only 1/2 damage (rounded down).
• Double Boost: You may spend and roll 2 action dice to boost [ATTRIBUTE]-based skill checks.

3.0 Points:
• [BONUS FEAT]: You gain the [BONUS FEAT] feat.
• Engaging Diversion: You may distract up to 3 opponents at once (see FC, page 218). You roll only once for the action, while each opponent rolls to resist separately.If you gain this ability from two or more sources, the number of opponents you may target increases by 1 for each additional engaging diversion ability.
• Favoured Classes: Choose either [Base Class A] or [Base Class B]. If you have at least 1 level in that class, you gain the next level’s class abilities. You gain no other benefits from the next level such as skill points, vitality, base attack bonus, saves, etc. If you reach level 20 in your chosen class, you instead gain a bonus feat from any tree.
• Menacing Threat: You may threaten up to 3 opponents at once (see FC, page 220). You roll only once for the action, while each opponent rolls to resist separately.If you gain this ability from two or more sources, the number of opponents you may target increases by 1 for each additional menacing threat ability.
• Rock Solid: You gain 1 additional wound per level.
• Second Sight: You may anticipate up to 3 opponents at once (see FC, page 218). You roll only once for the action, while each opponent rolls to resist separately.If you gain this ability from two or more sources, the number of opponents you may target increases by 1 for each additional second sight ability.
• Thick Hide 4: You’re considered to be wearing partial armour that provides Damage Reduction 4. This DR does not stack with other armour (only the best protection applies). If you gain thick hide from multiple sources, your hide offers the highest single DR value + 1 per additional hide benefit (e.g. thick hide 4, thick hide 3, and thick hide 1 offer DR 6).
• War of Attrition: You may tire up to 3 opponents at once (see FC, page 221). You roll only once for the action, while each opponent rolls to resist separately.If you gain this ability from two or more sources, the number of opponents you may target increases by 1 for each additional war of attrition ability.

Species and Talent Drawbacks

-0.5 Points:
• Achilles Heel ([TYPE]): When you suffer [TYPE] damage, you also suffer an equal amount of lethal damage.
• Aloof: Your error range increases by 2 when making Impress and Sense Motive checks targeting characters of other species.
• Bloodthirsty: You may not attack more than one character in each round.
• Cold-Blooded: You require only 1 common meal per day but suffer 1 additional damage per die from cold and are sickened for a number of rounds equal to 1/2 any cold damage taken (rounded down). If you suffer continuous cold damage — such as from the environment — you are sickened until you escape the source of the damage.
• Fatal Falls: You suffer 1 additional point of lethal damage per die from falling damage and the damage gains the keen (20) quality.
• Light-Sensitive: Each time you enter a more brightly lit area, you suffer 20 points of flash damage (see FC, page 210).
• Limited Proficiencies: You begin play with 2 fewer proficiencies (minimum 0).
• Repulsive Habits: You suffer a –2 penalty to Appearance (see FC, page 153).

-1.0 Points:
• Damage Vulnerability: You suffer 1 additional damage per die from [DAMAGE TYPE] and are sickened for a number of rounds equal to 1/2 any [DAMAGE TYPE] damage taken (rounded down). If you suffer continuous [DAMAGE TYPE] damage — such as from the environment — you are sickened until you escape the source of the damage.
• Iconic Classes: If your level in any base class is higher than your level in either [CLASS] or [CLASS], your starting Action Dice decrease by 1.
• Iconic Specialities: You gain your specialties bonus feat only if you’re an [LIST 10 SPECIALTIES].
• Lumbering: You suffer a –2 penalty with all Reflex saves and become flanked any time two opponents are adjacent to you.
• Reviled: The Dispositions of non-[RACE] decrease by 10.
• Restricted Actions: [List 3] checks you make are considered untrained (see FC, page 63).

-2.0 Points:
• Burden of Ages: Your will to live has been worn down by long ages of struggle and you find it difficult to express the fire of the younger species. Any effect that cures or restores your vitality has only 1/2 the normal effect (rounded up).

Speciality Benefit Design Point Values

1.0 Points:
• Agile Defence: Your base Defence increases by 1.
• Animal Empathy: The Dispositions of non-adversary animals increase by 5.
• Attribute Training: The lower of your [ATTRIBUTE] or [ATTRIBUTE] scores increases by 1 (your choice if a tie). Apply this bonus after any modifiers from your Species or Talent.
• Bow Hunter: You inflict 2 additional damage on standard characters with a bow.
• Broad Learning: You gain 2 additional Studies (see FC, page 61).
• Charming: Once per session, you may improve the Disposition of any 1 non-adversary NPC by 5.
• Crunch!: Your Strength-based damage rolls inflict 1 additional damage.
• Encouragement: Once per scene, you may speak to 1 of your teammates for 1 minute to grant them a +1 morale bonus with saving throws until the end of the current scene.
• [FEAT TREE] Expert: You’re considered to have 2 additional [FEAT TREE] feats for any ability based on the number of [FEAT TREE] feats you have.
• Free Hint: Once per session, you may request a free hint from the GM. If he refuses, you gain 1 bonus action die.
• Heroism: You gain a +1 bonus with all attack and skill checks you make during Dramatic scenes.
• Inquisitive Mind: You gain 2 additional Interests (see FC, page 61).
• Linguist: You gain 2 additional Languages (see FC, page 61).
• Natural Elegance: Your Appearance bonus increases by +1.
• Odd Jobs: You gain a +4 morale bonus with Downtime checks made to earn income (see Fantasy Craft, page 68).
• Origin Skill: Choose 1 additional Origin skill.
• Push it to the Limit: You take exactly 1 point per die when suffering subdual damage from any Athletics/Push Limit check (no roll is required).
• [SKILL] Focus: You gain the [SKILL] skill’s [FOCUS] focus.
• [SKILL KIT]: You are always considered to have a [SKILL KIT].
• Soulmate: The maximum XP value of your Personal Lieutenant is increased by +10 XP.
• [SPECIFIC TRICK]: You gain the [SPECIFIC TRICK] trick (see FC/AC, page XX).
• [SPECIFIC WEAPON] Proficiency: You gain the [SPECIFIC WEAPON] proficiency.
• Thick Hide 2: You’re considered to be wearing partial armour that provides Damage Reduction 2. This DR does not stack with other armour (only the best protection applies). If you gain thick hide from multiple sources, your hide offers the highest single DR value + 1 per additional hide benefit (e.g. thick hide 4, thick hide 3, and thick hide 1 offer DR 6).
• Trackless Step: The DCs of Tracking checks to follow your trail increase by 10.
• Unbreakable: Each time you suffer attribute impairment, it decreases by 1 (minimum 0).

2.0 Points:
• Beguiling: When you successfully Taunt a character, you may decline the standard result to have your target become fixated on you for 1d6 rounds. Special characters and villains may spend 1 action die to cancel this effect and become immune to this ability for the rest of the scene. If you gain this benefit from multiple sources, you may also damage the target once
without interrupting his fixation (you may do this only once, no matter how many times you gain the benefit).
• Bloody Mess: The Fortitude save DCs of your attacks with the Bleeding quality increase by 4.
• Camouflage: Choose a terrain: aquatic, arctic, caverns/mountains, desert, forest/jungle, indoors/settled, plains, or swamp. You gain a +5 gear bonus with Blend checks while in that terrain.
• Celebrated: Your Legend increases by 2.
• Commissioned: You may purchase Military Renown for 20 Reputation per rank (see FC, page 187).
• Contagion Sense: You may roll twice when making Fortitude saves prompted by disease and poison, keeping the result you prefer.
• Decisive: You gain a +5 bonus with Initiative.
• Fast: Your Ground Speed increases by 10 ft.
• Flashy: Your Panache rises by 2.
• Game Hunter: You inflict 2 additional damage on standard animals and beasts.
• Glory-Bound: You may purchase Heroic Renown for 20 Reputation per rank (see page 187).
• Harsh Beating: The Fortitude save DCs of subdual damage you inflict increase by 4.
• Noble Blood: You may purchase Noble Renown for 20 Reputation per rank (see page 187).
• Paired Skills: Each time you gain ranks in the [SKILL A] skill, you gain equal ranks in the [SKILL B] skill. This may not increase your [SKILL B] skill beyond its maximum rank.
• Practiced Impress: If you spend an action die to boost an Impress check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them.
• Sharp Mind: You gain 1 additional skill point per level.
• Stand Together: You gain a +2 morale bonus to Defence and all saves when at least 2 adjacent characters share your Species.
• Tenacious Spirit: You gain 1 additional vitality point at each Career Level.
• Terrifying Look: The Will save DCs of stress damage you inflict increase by 4.
• Thick Hide 3: You’re considered to be wearing partial armour that provides Damage Reduction 3. This DR does not stack with other armour (only the best protection applies). If you gain thick hide from multiple sources, your hide offers the highest single DR value + 1 per additional hide benefit (e.g. thick hide 4, thick hide 3, and thick hide 1 offer DR 6).
• Thrifty: Your Prudence increases by 2.
• Turning: Choose a Type from the following list: animal, beast, construct, elemental, fey, horror, ooze, outsider, plant, spirit, or undead. Once per combat you may Turn characters of this Type (see FC, page 223).